Rotate texture at the middle of UV and without tiling distortion (MAX like)
Object coordinate
Object* coordinate has 0 in the middle:

Notice how I apply a 50% scale, because Object coordinate goes from -1 to 1, so it's twice as big as UV coordinate going from 0 to 1)
Offset, then rotate
This is the worst solution. You can subtract .5 from your UV along X and Y, to make the middle have 0, and then add it back after rotating:

Notice how you could use simpler nodes instead of Mapping, like Vector Math &gt; Add, but while we're at it...
Just use &quot;Vector Rotate&quot; node
And precise where is the center - the point around which you rotate: